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	<title>Comments on: Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 4, Ken)</title>
	<link>http://blog.capcom.com/archives/627</link>
	<description>All sorts of goodness from Capcom Entertainment, Inc.</description>
	<pubDate>Sat, 17 May 2008 00:27:05 +0000</pubDate>
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		<title>By: C YOU 1N HELL gamertag</title>
		<link>http://blog.capcom.com/archives/627#comment-4566</link>
		<dc:creator>C YOU 1N HELL gamertag</dc:creator>
		<pubDate>Tue, 11 Mar 2008 11:08:56 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/627#comment-4566</guid>
		<description>THX GOD U FIXED KEN why the japs decided to make a broken ken in ST I dont know but he's back now. So u fixed his dragon punch thats great I used 2 be a Ken player in the very 1st SF2 game when they played the same but then they messed up Ken and I had to start using Ryu :(. ONE THING U DIDN'T TELL US WAS IF CLOSE UP HURRICANE KICKS STILL LEAVE U OPEN ALL THE TIME AFTER U LAND THEM 2 GET KICKED IN THE GRILL OR THROWN ON UR ASS. It was so unfair when land a Hurricane Kick wit Ryu the emeny gets knocked down but wit Ken u got beat down what hell were they think when they put that in so did u fix that. Also thanks 4 the new crazy kicks those things were crazy retarded b4. PLZ RESPONED Seth OR Sirlin THX GUYS</description>
		<content:encoded><![CDATA[<p>THX GOD U FIXED KEN why the japs decided to make a broken ken in ST I dont know but he&#8217;s back now. So u fixed his dragon punch thats great I used 2 be a Ken player in the very 1st SF2 game when they played the same but then they messed up Ken and I had to start using Ryu :(. ONE THING U DIDN&#8217;T TELL US WAS IF CLOSE UP HURRICANE KICKS STILL LEAVE U OPEN ALL THE TIME AFTER U LAND THEM 2 GET KICKED IN THE GRILL OR THROWN ON UR ASS. It was so unfair when land a Hurricane Kick wit Ryu the emeny gets knocked down but wit Ken u got beat down what hell were they think when they put that in so did u fix that. Also thanks 4 the new crazy kicks those things were crazy retarded b4. PLZ RESPONED Seth OR Sirlin THX GUYS</p>
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		<title>By: Capcom Town &#187; Blog Archive &#187; SSFIIT HD Remix se saltará el límite de XBox Live</title>
		<link>http://blog.capcom.com/archives/627#comment-4456</link>
		<dc:creator>Capcom Town &#187; Blog Archive &#187; SSFIIT HD Remix se saltará el límite de XBox Live</dc:creator>
		<pubDate>Mon, 03 Mar 2008 21:06:25 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/627#comment-4456</guid>
		<description>[...] que incluirán en este juego (en el que se podrá jugar sin cambios), tal como hizo con Blanka, Ken, T.Hawk, Ryu y la [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] que incluirán en este juego (en el que se podrá jugar sin cambios), tal como hizo con Blanka, Ken, T.Hawk, Ryu y la [&#8230;]</p>
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		<title>By: Python9109</title>
		<link>http://blog.capcom.com/archives/627#comment-4089</link>
		<dc:creator>Python9109</dc:creator>
		<pubDate>Fri, 25 Jan 2008 22:34:38 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/627#comment-4089</guid>
		<description>Hope it's not too late, but I would really like to see Ken be able to do a double light shoryuken like in SF III.  I always thought that was such a cool combo.  THat would be an awsome "new toy" for ken players.

Good work so far, but please keep us updated!</description>
		<content:encoded><![CDATA[<p>Hope it&#8217;s not too late, but I would really like to see Ken be able to do a double light shoryuken like in SF III.  I always thought that was such a cool combo.  THat would be an awsome &#8220;new toy&#8221; for ken players.</p>
<p>Good work so far, but please keep us updated!</p>
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		<title>By: Seth "s-kill" Killian</title>
		<link>http://blog.capcom.com/archives/627#comment-4057</link>
		<dc:creator>Seth "s-kill" Killian</dc:creator>
		<pubDate>Tue, 22 Jan 2008 18:46:28 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/627#comment-4057</guid>
		<description>Lots of good ideas in here, though some of them are beyond the scope of the HD Remix project.  I do like your alternate input idea Nadal, although this would be big change to one of the most iconic moves in all games.  Maybe we can experiment a bit with it and see how it feels.</description>
		<content:encoded><![CDATA[<p>Lots of good ideas in here, though some of them are beyond the scope of the HD Remix project.  I do like your alternate input idea Nadal, although this would be big change to one of the most iconic moves in all games.  Maybe we can experiment a bit with it and see how it feels.</p>
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		<title>By: m_nadal</title>
		<link>http://blog.capcom.com/archives/627#comment-4035</link>
		<dc:creator>m_nadal</dc:creator>
		<pubDate>Sat, 19 Jan 2008 14:30:31 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/627#comment-4035</guid>
		<description>I congratulate the HD Remix dev team on making Street Fighter attractive to new players.
It is very frustrating for newcomers when the moves are so difficult to pull off.

Most other specials are smooth, natural movements: either an arc (Quarter circle, half circle) or to-and-fro (charge moves). They can be mastered easily once the timing of the button press has been learned.

However, that crazy jiggle motion for the Dragon Punch took me years to master. Not wishing this hardship on others, I have only one request for HD Remix:

Please introduce an alternative input for the Dragon Punch.

forward, down-forward, down + button

--O \  &#124; + button
     O O

If you would indulge me, it makes more sense in two respects:

1) Fireball/Uppercut trapping becomes a seesaw action among those three directions, punctuated by button presses.

2) For the games iconic characters, Ryu and Ken, down + punch3 is an anti-air uppercut. It would make sense to a beginner if a movement ending with down + punch3 would produce a "super uppercut".</description>
		<content:encoded><![CDATA[<p>I congratulate the HD Remix dev team on making Street Fighter attractive to new players.<br />
It is very frustrating for newcomers when the moves are so difficult to pull off.</p>
<p>Most other specials are smooth, natural movements: either an arc (Quarter circle, half circle) or to-and-fro (charge moves). They can be mastered easily once the timing of the button press has been learned.</p>
<p>However, that crazy jiggle motion for the Dragon Punch took me years to master. Not wishing this hardship on others, I have only one request for HD Remix:</p>
<p>Please introduce an alternative input for the Dragon Punch.</p>
<p>forward, down-forward, down + button</p>
<p>&#8211;O \  | + button<br />
     O O</p>
<p>If you would indulge me, it makes more sense in two respects:</p>
<p>1) Fireball/Uppercut trapping becomes a seesaw action among those three directions, punctuated by button presses.</p>
<p>2) For the games iconic characters, Ryu and Ken, down + punch3 is an anti-air uppercut. It would make sense to a beginner if a movement ending with down + punch3 would produce a &#8220;super uppercut&#8221;.</p>
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		<title>By: Ivan200x</title>
		<link>http://blog.capcom.com/archives/627#comment-3653</link>
		<dc:creator>Ivan200x</dc:creator>
		<pubDate>Mon, 10 Dec 2007 03:30:50 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/627#comment-3653</guid>
		<description>E.Honda has a mural on his stage's back wall.. In the current games it looks like its painted on to the tile then magically animates. Is there any way you can make it seem like a projection rather than a painting?.. (maybe adding flickering to its projection or maybe the characters shadow silhouttes).</description>
		<content:encoded><![CDATA[<p>E.Honda has a mural on his stage&#8217;s back wall.. In the current games it looks like its painted on to the tile then magically animates. Is there any way you can make it seem like a projection rather than a painting?.. (maybe adding flickering to its projection or maybe the characters shadow silhouttes).</p>
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		<title>By: Ivan200x</title>
		<link>http://blog.capcom.com/archives/627#comment-3652</link>
		<dc:creator>Ivan200x</dc:creator>
		<pubDate>Mon, 10 Dec 2007 03:20:59 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/627#comment-3652</guid>
		<description>Also as far as a throwback to the very original SFII Arcade, the stage colors were very vibrant and (for lack of a better term) "unforced" so all the lighting looked natural.. (in other words, no hue-ish green lights and floors). Ryu used to fight in a sunset environment and I really miss that. Anywho.. maybe they can have a sunset that litterally sets as the match progresses subsequently transitioning into the night setting.</description>
		<content:encoded><![CDATA[<p>Also as far as a throwback to the very original SFII Arcade, the stage colors were very vibrant and (for lack of a better term) &#8220;unforced&#8221; so all the lighting looked natural.. (in other words, no hue-ish green lights and floors). Ryu used to fight in a sunset environment and I really miss that. Anywho.. maybe they can have a sunset that litterally sets as the match progresses subsequently transitioning into the night setting.</p>
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		<title>By: Ivan200x</title>
		<link>http://blog.capcom.com/archives/627#comment-3651</link>
		<dc:creator>Ivan200x</dc:creator>
		<pubDate>Mon, 10 Dec 2007 02:54:48 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/627#comment-3651</guid>
		<description>It could be a classy move to include throwback elements from the very original Street Fighter II Arcade.
such as...
the foreground elements .. the "palm tree" from Sagat's Stage, the "Rock" from Chun Li's Stage, the "Chain &#38; Lever" from Zangief's Stage.
...but at the same time include parrying and dashing.</description>
		<content:encoded><![CDATA[<p>It could be a classy move to include throwback elements from the very original Street Fighter II Arcade.<br />
such as&#8230;<br />
the foreground elements .. the &#8220;palm tree&#8221; from Sagat&#8217;s Stage, the &#8220;Rock&#8221; from Chun Li&#8217;s Stage, the &#8220;Chain &amp; Lever&#8221; from Zangief&#8217;s Stage.<br />
&#8230;but at the same time include parrying and dashing.</p>
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		<title>By: sowutifmahsnsux</title>
		<link>http://blog.capcom.com/archives/627#comment-3650</link>
		<dc:creator>sowutifmahsnsux</dc:creator>
		<pubDate>Sun, 09 Dec 2007 23:43:50 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/627#comment-3650</guid>
		<description>whoa, ken sounds too strong.  hope he doesn't become as strong as he is in 3S...</description>
		<content:encoded><![CDATA[<p>whoa, ken sounds too strong.  hope he doesn&#8217;t become as strong as he is in 3S&#8230;</p>
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		<title>By: DrunkenMarkster</title>
		<link>http://blog.capcom.com/archives/627#comment-3637</link>
		<dc:creator>DrunkenMarkster</dc:creator>
		<pubDate>Fri, 07 Dec 2007 18:45:44 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/627#comment-3637</guid>
		<description>Thanks for the updates. I have one request for the online gaming.

A lot of people have been using rapid fire turbo pads to help with winning throws and various other moves.

Is it possible to have a rapid fire detecter?

It's no fun knowing that somebody has a high rank simply because of a turbo pad.

Thanks
M</description>
		<content:encoded><![CDATA[<p>Thanks for the updates. I have one request for the online gaming.</p>
<p>A lot of people have been using rapid fire turbo pads to help with winning throws and various other moves.</p>
<p>Is it possible to have a rapid fire detecter?</p>
<p>It&#8217;s no fun knowing that somebody has a high rank simply because of a turbo pad.</p>
<p>Thanks<br />
M</p>
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